Warhammer 30/40K Apocalypse Game Day: May 22 2017

Apoc copy

On Monday the 22nd of May the Hairy Tarantula will be hosting our first Warhammer Apocalypse game day!

Join us as we attempt to assemble the largest Warhammer battle we can!

Location: Hairy Tarantula, 6979 Yonge Street.
Time/Date: Monday May 22nd, beginning at 12 Noon.
Entry Fee: $15 (This includes a drink and pizza dinner!)
Dinner: Dinner will consist of a variety of Pizzas, if notified in advance we are happy to allow for dietary restrictions.

12 – 12:30 PM – Arrival time
12:30 – 1:30 PM – Team organization + Deployment
1:30 – 2:30 PM – Game Turn 1
2:30 – 3:30 PM – Game Turn 2
3:30 – 4:30 PM – Game Turn 3
4:30 – 5:30 PM – Game Turn 4
5:30 – 6:30 PM – Pizza dinner! (Included in admission price)
6:30 – 7:30 PM – Game Turn 5 (Final turn)

Teams will be organized based upon the lore allegiance of the armies and player preference.

The prizes are 15% off of any one item from Games-Workshop’s webstore, orderable through the Hairy Tarantula!

Prizes will be given out for the following categories:
Largest army (By points value)
Best Paintjob (Voted by the players)
Coolest Conversion (Voted by the players)
First to kill a Gargantuan Creature or Super Heavy Vehicle
First to be Eliminated

An army (preferably of no more than 5000 points to make sure there is enough table space for everyone), allied detachments are perfectly fine, just be careful with the allegiances of your forces, Tyranids and Grey knights are unlikely to battle together after all!

Horus Heresy models and Primarchs are perfectly fine, if you’ve got em, bring em!

Proxy models will not be permitted, assembled and unpainted is fine!

All upgrades should be visibly modeled on the miniature. What you see is what you get!

Each Warlord is worth 5 victory points when destroyed.

Each Super-Heavy is worth 1 victory point for each 3 hull points it has, scored when the vehicle is destroyed.

Each Gargantuan Creature is worth 1 victory point for every 3 wounds it has, scored when the creature is destroyed.

Each enemy unit destroyed is worth 1 victory point.

If you intend to attend the event, please post what you will be bringing here: EVENT PAGE – This will allow you to coordinate with your potential team-mates!


Starting A New Warhammer Army By Josh Tomkins

Starting a new Warhammer 40k army can be overwhelming if you’re not sure where to start. I was fortunate that my journey did not take me long, after I visited my local gaming store Hairy T North. Ten years had gone by in a flash when I decided to get back into the war gaming hobby; I had gone from playing one of the second tier factions to one of the best in the span of an hour by speaking to the knowledgeable staff at the shop, in fact almost all of them play 40k.

Going from a familiar army to something new can be scary especially when you don’t know what you want to do. While I was at Hairy T, I was spoke to the staff to get a feel for a few different armies that I could possibly play. With all the options out there it became very nerve-wracking, however after speaking to the people in the community, I was able to relax and think about all my options.

There are many ways you can build an army for 40k; there are armies designed “dig in” and force others to come to them, armies for close combat and assault tactics, and there’s even that army utilize psychic powers, or spawn in more units that will fill the board to the point you can take care of everything!

One of my original armies was based on hoard tactics: the premise was simple, outnumber, outflank with greater numbers, however, I was getting tired of playing this style of army. I wasn’t sure where I wanted to turn to next, but I knew it was something different.



After researching and finding out about the different styles of the armies, I picked Chaos Demons. I started with the Start Collecting! Demons of Nurgle. The Start Collecting boxes are a great way to get into the game or even start a new army, they range in around $100 dollar area, but you get excellent value for your dollar, if you were to buy each unit separately. While these sets are meant to get you started, or expand your army; I was still desiring more of a challenge to myself and my tactical abilities. As my units started to grow, I looked more in-depth to competitive lists that would make my Chaos Demons shine on the battlefield.

Demon armies are capable of dominating the board; They have units that are very difficult to kill, and which will occupy the opposing army in close combat. They also have many units things that take advantage of the psychic/magic system in the game to cast spells either punish /reward you ,or that spawn more units that can occupy the board to prevent your opponent from ‘tabling’ (defeat) you.

After researching different armies and their tactics by studying rules supplements for each army, other wise known as codex’s, I found the list that I wanted to play. The players at the store where very inviting towards me learning new rules after ten years of not playing. They also allowed me to play with minis that I don’t own to try the list!


As I slowly mastered my army, my opponents mastered my strategies which made some games very difficult at times, but it was all done in good sportsmanship. Their strategies allowed me to create my own counter tactics, which of course led to more in depth and great games had by all.

The more my abilities to master my army grew, I became more knowledgeable in creating army lists, this of course led to the expansion of my army by getting new minis. Of course the better I got with the army, the more challenging lists came after me. This obviously led me to learn about the other armies and their unique abilities – The more I played against them, the more I learned about the games dynamics as a whole.60030110004_CodexNecrons01

The more I discovered about my passion for wargaming the more I understood the gaming community as a whole, especially the Warhammer community at Hairy T North – They have helped me be more creative, and craft my skills as a general – plus they are a great bunch of people. The more we played as a group, the more we became, I am happy to have found such a strong community that is open and accepting to players of all skill levels.

So whether you are new or a returning player, I would suggest dropping by and speaking with one of the staff. They have a list of events for new and old players alike. 40K/30K Kill Team Leagues, Painting night twice a month. Plus a great facebook group where we gossip about the latest rumors or discuss new games.

This slideshow requires JavaScript.

In The Grim Darkness Of The Far Future There Is Only War: A Rogue Trader Review By James Samual


Ever felt that Star Trek wasn’t grim or dark enough, or needed more psychotic alien life forms and demonic possession? Look no further than Rogue Trader!

In Brief
Publisher: Fantasy Flight Games
System: D100 Roll-under
Complexity: 8/10


As previously mentioned, Rogue Trader is like if the Warhammer 40,000 universe met Star Trek. Grand adventure across the universe await you, but dangerous xenos and horrifying demons may act against your interests. But hey, they don’t call it the “grim, dark” future of the 41st millennium for nothing!

Like other Fantasy Flight products, Rogue Trader has some truly incredible artwork within its pages. I just can’t get past the detail in these pictures! From the lines of text across parchment to the textures of the numerous icons on an Ork Warboss, the artwork in this book does not disappoint.

Character creation is a lengthy affair, but with it you create a truly unique character that you can call your own. Ability scores are generated by rolling 2d10 and adding 25 for each characteristic, or starting each score at 25 and spending points out of a pool of 100 to customize them yourself. You then get to choose your home world, birthright (upbringing), lure of the void (why you’re on this ship to begin with), trials and travails (bad parts of your past), motivation and chosen career. After all this, you’re given 500 starting experience points to customize your character further, and you’re ready to play! (You forgot about Roles. It’s an integral part of character creation, since it’s the first step

Rogue_Trader_Isreal_HaandShip creation is very different, but also an integral part of play. After all, how can you explore the galaxy if you don’t have a ship to travel in? After player characters have been created, you determine how many ship points you have to customize your ship with. Each ship must have a hull, engines, warp drive, and life support system, but after those have been determined you can go wild with ship customization options. Do you want a cruiser bristling with weapons? A transport for important dignitaries or prisoners? A simple trade vessel with hidden compartments for highly profitable contraband? If you can think of it, you can build it! There are endless combinations of pieces you can add to your ship, allowing you to create a vessel as unique as the Serenity or Enterprise.

The personal equipment section of the book is also hefty; forty three pages of weapons, tools and cybernetics with which to outfit your character. From the humble Lasgun to awe-inspiring plasma cannons, you can find just about every infantry weapon in the Imperium here. If your character loses a limb in combat, you can have it replaced with an expensive cybernetic implant that may well be better than your own flesh and blood. Unfortunately, there isn’t much in the way of personal customization with weapons, so you’ll be encountering a lot of similar weapons in your adventures. As with other 40k games by Fantasy Flight, Rogue Trader uses a d100 roll-under system, accomplished by rolling a d10 and d100 to get a percentage roll. Your goal is to roll under your ability score—modified by skills and circumstances—to succeed, and for every 10 full points under your statistic you get an additional degree of success. This means you want to roll as low as possible!

Combat itself is as brutal as you’d expect from a universe that coined the term “grimdark”. The infamously low-powered Lasguns deal Dark_Heresy_RPG__Tainted_Noble_by_C1d10+3 damage, and when your average player character (described to be “a cut above” the rest of humanity) has between 8 and 12 wounds, you’ll find yourself shopping for some heavy duty protective gear. It keeps players on their toes, never getting too complacent or overconfident in their abilities, as one lucky shot to the arm from a skinny hive ganger could easily remove it.

While the system itself isn’t terribly difficult to get a grasp of, Rogue Trader has a similar problem as D&D 3.5 in that there are so many different skills and talents available in just the core book (to say nothing of the numerous supplements) that it can become hard for a GM to keep track of who is capable of what, and for players to remember everything they’re capable of doing. While the options do allow characters to truly make their character their own, rookie players might find the vast numbers of traits daunting. Starship combat itself is a different beast entirely, with various components of different ships to keep track of, adding even more things to keep track of.
Rogue Trader is a strong contender in the sci-fi RPG genre. It brings players into a brutal world filled with rampaging aliens, horrifying metaphysical threats, and tells them to go out there and make a profit from it. The ship to ship combat adds a deep new layer of gameplay, and there’s something everyone to do, whether you’re a brawler, a trader or a pilot. If your friends love the Warhammer universe and don’t mind the complexity, this is the perfect game for them. 9/10.


[Editor’s Note – Hairy Tarantula North carries a wide variety of Warhammer 40K products, RPG books from Fantasy Flight, as well as Miniatures from Games Workshop. Drop on by the store to also check our gaming tables for your mini or RPG games – Also starting this Fall Rogue Trader Store Campaign – date and times to be announced]